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zerg63

'ArmA' BUS addon

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ArmAbus.jpg

GS0069.jpg

ah.. sorry. i forgot it

wink_o.gif for Armed Assualt addon

hyundai aerocity bus

ah, not.. polygons. fixed it.

faces : 8942   tounge2.gif (in oxygen)

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Yup looking great.

Maybe lessen the polys by making the windscreen-wipers and the Hyundai-mark textures?

Not that it's to important, but for us with shitcomps tounge2.gif

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for a game model its too high poly

but its ok for a high poly reference model for normal mapping...

however.. i really hope you dont intend to use THIS model as game model..

even if arma has a new engine..

you can add all those details with normal maps..

cheers

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You trying to kill Placebo? 2nd pic is over 280 kB...

Anyways, nice model. Might make some interesting scenarios with this...

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Nice model, but like some said, still a bit to high poly for game model. Meaning, i could live with it as it is, BUT doesn't it also need an interieur in the res. lod or will you go for a VIP (black window) version wink_o.gif ?

Anyway, nice model, but i would suggest to leave some details out (like the logo, grills above door, seams around windows ect) and replace them by textures. But indeed this would be come in handy for normal mapping.

Good luck.

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You should ask if he wants to ban himself crazy_o.gif

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sints dtx compression creates some distortion on normalmaps when texture resolution is not too big and details small, its sometimes better to model something than put it on normal map.

thanks to modern graphic cards we dont have to care much about polycount, bigger problem are textures in video memory

so when the model goes with medium size textures then its good to use a little more polys to show some various details.

thats the art of compromises.

in my opinion this bus could be done preety nice with 5-6k

and im counting base interior in those 6k

all tho 8k is not a big problem, modern graphic cards have bigger issues with huge textures...

and about the pic, yeah, its a little too big ;-)

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...

OT i know but i just noticed you are now BI team so congrats smile_o.gif .

I like the bus too wink_o.gif .

edit:

Ok, all arma vehicals we saw so far look very detailed, much like this bus, i dont know whats all the yaying for normal maps about, can someone show me a decent looking normal mapped vehicle so i can compare it to a nicely textured one? confused_o.gif .

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Great looking model, was it made in o2?

I hope it gets a nice set of UVs. smile_o.gif

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i agree with u guys when u say this looks a bit overpoly. the most overpoly thing i see there are the wheels. u cant have duzens of detailed bolts in each wheel. othen that i would say the roof eats a lot of polys to, specially the roof end edges seen very chanfered.

Quote[/b] ]someone show me a decent looking normal mapped.vehicle so i can compare it to a nicely textured one?

good question...i never found any tutorial about normal mapping a car, but the technique basics are the same. what u need is to like offtime says u need to find a compromise between textures with NM and polygons.

i really liked the model so far, and i'm almost starting my practise exercices with normal mapping in ofp models. what 3d engine u guys using for previewing normal maps? real time engines i mean.

if u need some help i think i have some links here to related subject.

good luck and keep us posted!

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i think.. wheel models too high poly..

maybe, must fix it.

goodnight.gifhelp.gif

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since i've made quite a research on poly count with OFP here are some notices of my own expereince.

at about 9500polys and above OFP with D3D HW T&L crashes.

only working with D3D, above 24000polys OFP Generally crashes.

so the best way to keep OFP working correct is below 9000polys max.

so sometimes even if your Video Card can handle a high poly model, the engine of the game, may not!

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I dont know if you can edit the way the front wheels turn. But I would keep in mind that busses can turn very sharp. This will also be handy in ARMA/OFP... It looks great keep up the work!

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